DDP DOJ is basically perfect

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
User avatar
Exy
Posts: 22
Joined: Sat Nov 05, 2016 7:34 am

DDP DOJ is basically perfect

Post by Exy »

  • Nimble ship movement
  • Quite approachable, but reveals new dimensions of difficulty as you spend more time with it
  • Sensibly coloured projectiles, items and effects make the screen easily readable, even in busy sections
  • Bullet patterns are demanding without being gimmicky or discursive
  • Doesn't really ever leave you languishing with an impractical weapon
  • No fanservice
  • Has a giant bee
I just wish there was more of it. Say, 30 stages. That'd be neat.

Are there any other games people can recommend with styles close to DOJ? (Besides Ketsui and other DDP games, I mean.)
User avatar
Shepardus
Posts: 3505
Joined: Sat Dec 13, 2014 10:01 pm
Location: Ringing the bells of fortune

Re: DDP DOJ is basically perfect

Post by Shepardus »

  • Muddy prerenders that make everything look like dirt
  • Rank system that makes hypers more lethal than helpful on bosses and thus feel unsatisfying to inexperienced players
  • Rank system that requires you to drive up rank to get bullets to an entertaining speed - stage 5 is a slowdown-ridden trudge through molasses at low rank
  • Wave after wave of enemies that shoot amorphous clouds of bullets that provide no entertainment trying to read them because they're literally solid walls and you're supposed to execute a cutback (or memorize the spawn location and kill them before they fire anything)
  • Quite approachable at first, but reveals new ways to restrict you and your playstyle as you spend more time with it, to the point where killing an enemy with laser instead of shot can mess up your hyper cancel timing and get you killed or lose an unpredictable amount of points
  • Scoring system that may as well be a random number generator for inexperienced players without a strict route
  • TLB made of grade-A bullcrap
  • Powerup system that's forgettable at best (SDOJ got rid of powerups for good reason) and infuriating at worst (powering up re-fires the laser and can thus break your chain, most notably on the 1-2 midboss)
  • Has fanservice in the sense that everything good about it outside of stage 4 was taken from Dodonpachi
Image
NTSC-J: You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too.
1CCs | Twitch | YouTube
User avatar
trap15
Posts: 7835
Joined: Mon Aug 31, 2009 4:13 am
Location: 東京都杉並区
Contact:

Re: DDP DOJ is basically perfect

Post by trap15 »

^^^ Shep with the trap15-post
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
User avatar
Exy
Posts: 22
Joined: Sat Nov 05, 2016 7:34 am

Re: DDP DOJ is basically perfect

Post by Exy »

I don't know why so many people dislike the prerenders tbh. I think they're just fine. Dodonpachi looks sharper in parts, but it has its own visual shortcomings, and DOJ is by no means ugly.

I don't play for score, so a few of the things you mention are lost on me, sorry. :o) But I'll take your word for it on those points, I guess.
Wave after wave of enemies that shoot amorphous clouds of bullets that provide no entertainment trying to read them because they're literally solid walls and you're supposed to execute a cutback (or memorize the spawn location and kill them before they fire anything)
You mean like the section right after the third stage midboss? Maybe the second half of the game lays those kind of patterns on a bit too heavily, but in general I like them. They provide a bit of variety.
everything good about it outside of stage 4 was taken from Dodonpachi
Honestly, I don't see that.
User avatar
Bananamatic
Posts: 3530
Joined: Fri Jun 25, 2010 12:21 pm

Re: DDP DOJ is basically perfect

Post by Bananamatic »

Shepardus wrote:
  • Muddy prerenders that make everything look like dirt
  • Rank system that makes hypers more lethal than helpful on bosses and thus feel unsatisfying to inexperienced players
  • Rank system that requires you to drive up rank to get bullets to an entertaining speed - stage 5 is a slowdown-ridden trudge through molasses at low rank
  • Wave after wave of enemies that shoot amorphous clouds of bullets that provide no entertainment trying to read them because they're literally solid walls and you're supposed to execute a cutback (or memorize the spawn location and kill them before they fire anything)
  • Quite approachable at first, but reveals new ways to restrict you and your playstyle as you spend more time with it, to the point where killing an enemy with laser instead of shot can mess up your hyper cancel timing and get you killed or lose an unpredictable amount of points
  • Scoring system that may as well be a random number generator for inexperienced players without a strict route
  • TLB made of grade-A bullcrap
  • Powerup system that's forgettable at best (SDOJ got rid of powerups for good reason) and infuriating at worst (powering up re-fires the laser and can thus break your chain, most notably on the 1-2 midboss)
  • Has fanservice in the sense that everything good about it outside of stage 4 was taken from Dodonpachi
wtf i hate cave now
User avatar
Van_Artic
Posts: 477
Joined: Mon Sep 28, 2009 1:25 pm
Location: Italy
Contact:

Re: DDP DOJ is basically perfect

Post by Van_Artic »

Exy wrote:
  • No fanservice
ew no thanks
User avatar
MaXXX
Posts: 133
Joined: Tue Oct 18, 2016 12:58 pm

Re: DDP DOJ is basically perfect

Post by MaXXX »

Exy wrote:
Bullet patterns are demanding without being gimmicky or discursive
I hope for your sake that isn't a slight against Ketsui
User avatar
qmish
Posts: 1595
Joined: Sun Oct 26, 2014 9:40 am

Re: DDP DOJ is basically perfect

Post by qmish »

Bad prerenders are in Deathsmiles, and SDOJ looks too polished/casual (aka smartphone games, visually). DOJ is allright, especially on CRT.
no fanservice
I think you meant "fanservice done well" instead.
User avatar
Blinge
Posts: 5460
Joined: Tue Feb 19, 2013 4:05 pm
Location: Villa Straylight

Re: DDP DOJ is basically perfect

Post by Blinge »

Exy wrote:discursive
wat
Image
1cc List - Youtube - You emptylock my heart
User avatar
Squire Grooktook
Posts: 5997
Joined: Sat Jan 12, 2013 2:39 am

Re: DDP DOJ is basically perfect

Post by Squire Grooktook »

The pre-renders in DOJ are done well enough that I didn't know they were pre-renders at first. I still think DDP's sprite art is a thousand times crisper and more attractive looking on a drawing level, but DOJ pulls by on the strength of its gloomy aesthetic and the strong execution thereof.

I like the game. Nice simple but strong bullet patterns on bosses and level layouts feel strong. I hate chaining though.

9/10 it's okay
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.
User avatar
chempop
Posts: 3466
Joined: Sun Jul 31, 2005 7:44 am
Location: Western-MA USA

Re: DDP DOJ is basically perfect

Post by chempop »

Exy wrote:I don't play for score
And you wouldn't want to.

I have only gotten about 100mil from the first loop ignoring score altogether. Was it still fun? Yeah I enjoy DDP series for survival.
But to start a thread about a game being perfect, yet you don't have any experience with the scoring (primary focus to the genre), well you are going to have a pretty tough time convincing anyone.

Welcome to the forum btw
"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
User avatar
Eaglet
Posts: 1326
Joined: Sat Oct 29, 2011 8:38 pm
Location: Sweeedeeeen.

Re: DDP DOJ is basically perfect

Post by Eaglet »

BL second loop is really fun for survival play.
I have a lot of fun playing it casually.
moozooh wrote:I think that approach won't get you far in Garegga.
Image Image
iconoclast
Posts: 1758
Joined: Mon Nov 01, 2010 2:00 pm
Location: Massachusetts

Re: DDP DOJ is basically perfect

Post by iconoclast »

I think Daioujou has plenty of flaws. It's still better than practically every game in existence, but it has too many issues for me to rank it as #1 or #2.

* Way too much randomness. Every boss besides Hibachi is a random piece of shit, and the second half of stage 4 (from the midboss on) is hugely luck dependent.
* Illogical ship balance. Type B being both slower and having a larger hitbox makes no sense whatsoever. There's really no reason to use it over Type A. This was improved in Black Label, at least.

I guess that's about it. It's really just the massive amount of random elements that drag the game down a bit. A little bit of randomness is fine (or good, even), but DOJ goes way too far with it and makes luck a much bigger part of the equation than it should be.

Now Futari God Mode is a perfectly designed game. Possibly 1.5 Maniac, too.
User avatar
qmish
Posts: 1595
Joined: Sun Oct 26, 2014 9:40 am

Re: DDP DOJ is basically perfect

Post by qmish »

While i really suck at DOJ (even in 2-loop version) which leads me to hating it from time to time, for me DOJ became more like an iconic shmup that symbolize both bullethell subgenre and Cave's most active, golden period.
User avatar
Illyrian
Posts: 1543
Joined: Wed Jun 15, 2011 5:53 pm
Location: London

Re: DDP DOJ is basically perfect

Post by Illyrian »

Exy wrote:
  • Nimble ship movement
  • Quite approachable, but reveals new dimensions of difficulty as you spend more time with it
  • Sensibly coloured projectiles, items and effects make the screen easily readable, even in busy sections
  • Bullet patterns are demanding without being gimmicky or discursive
  • Doesn't really ever leave you languishing with an impractical weapon
  • No fanservice
  • Has a giant bee
I just wish there was more of it. Say, 30 stages. That'd be neat.

Are there any other games people can recommend with styles close to DOJ? (Besides Ketsui and other DDP games, I mean.)
It's nothing compared to Ketsui.
www.twitch.tv/illyriangaming
<RegalSin> we are supporting each other on our crotches
User avatar
KAI
Posts: 4675
Joined: Thu Jan 21, 2010 5:24 pm
Location: Joker Star Galaxy, Argentina
Contact:

Re: DDP DOJ is basically perfect

Post by KAI »

Ibara is basically perfect
Fixed that for you.
Image
User avatar
Aldnox
Posts: 42
Joined: Mon Oct 10, 2016 2:53 pm

Re: DDP DOJ is basically perfect

Post by Aldnox »

I think both DOJ and Ketsui are two of the best shmups ever tbh.
Last edited by Aldnox on Thu Nov 09, 2017 2:26 pm, edited 1 time in total.
User avatar
maximo310
Posts: 511
Joined: Fri Nov 28, 2014 11:33 pm
Location: SoCal

Re: DDP DOJ is basically perfect

Post by maximo310 »

I think Shep summed it up the best.

Plus, scoring and chaining are pretty strict (especially in white label), so its really easy to lose a ton of points if you screw up at one spot. Dodonpachi does seem more approachable than DOJ just for that reason alone.
User avatar
Special World
Posts: 2220
Joined: Thu Sep 10, 2009 2:12 am

Re: DDP DOJ is basically perfect

Post by Special World »

What I really appreciate about it is that, on a fundamental level at least, the scoring system is what you'd be doing anyways. It's a natural extension of the mechanics--okay, I want to spray popcorn enemies and laser tougher enemies. Got it. I know Dodonpachi is also like this, but DOJ takes that design and makes it even tighter, I feel. It's a very natural system.

So many Cave games are like, "Alright so you gotta do this so you can do that but even though you THINK you should do this absolutely DO NOT do that because it actually effects this so really you want to do this instead." Which is great for those games. But that's why Dodonpachi has its own little niche of excellence, at least until DFK came along and Cave decided to complicate their one straightforward shooter.

Took me a long time to warm up to DOJ, but it's definitely one of my favorites now. Very tightly designed, with very memorable stages. And it has a cohesive aesthetic as well, which Cave seems to have lost with more recent games.
http://catstronaut.wordpress.com/
  • catstronaut loves games
User avatar
copy-paster
Posts: 1790
Joined: Thu Apr 30, 2015 7:33 pm
Location: Indonesia

Re: DDP DOJ is basically perfect

Post by copy-paster »

Exy wrote:DDP DOJ Black Label is basically perfect
Fixed. 8)

Well, the chaining in BL is not as strict as the original game, but meh I don't even score.
Exy wrote:Are there any other games people can recommend with styles close to DOJ? (Besides Ketsui and other DDP games, I mean.)
Perhaps Mushihimesama and Espgaluda series is the decent choice, both are created by DDP developer.
Cagar
Posts: 2234
Joined: Fri Nov 25, 2011 5:30 pm

Post by Cagar »

-
Last edited by Cagar on Sat Dec 30, 2023 7:58 pm, edited 1 time in total.
User avatar
To Far Away Times
Posts: 2068
Joined: Tue Sep 11, 2012 12:42 am

Re: DDP DOJ is basically perfect

Post by To Far Away Times »

Not a fan of chaining, but as a survival game, DOJ is amazing.
User avatar
Jeneki
Posts: 2644
Joined: Wed Aug 12, 2009 4:56 pm
Location: Minnesota, USA

Re: DDP DOJ is basically perfect

Post by Jeneki »

Exy wrote:I just wish there was more of it. Say, 30 stages. That'd be neat.
Dayum, imagine going for the second loop in that lol. You could always play the entire series back-to-back if you want to feel like a true DON. :wink:
Typos caused by cat on keyboard.
User avatar
ciox
Posts: 1008
Joined: Sun Feb 12, 2012 5:29 pm
Location: Romania

Re: DDP DOJ is basically perfect

Post by ciox »

DOJ's main attraction is the game's basic feeling, something about the way bullets and the player ship move feels better than other games, even Ketsui which was a year later on the same hardware feels slightly off in comparison to DOJ, not that I don't love it for other reasons.
Feelwise it still irritates me by having some way too big bullets with a pixel sized hitbox, wouldn't be a problem but whenever games do that they also eventually make you hug those bullets down to the hitbox to survive smaller bullets charging at you while your instincts are screaming at you not to do it, the big bullets never really helped me visibility wise.

Blue skies debate aside, DOJ is about the last time you had really super detailed backgrounds with CAVE I think, Ketsui right after still had really nice ones with some better colors but still dropped a lot of detail and had an even more prerendered look, later than that you get tons of looping the same scenery and none of the same insane detail in individual setpieces
http://shmuplations.com/wp-content/uplo ... tsui01.jpg vague comparison of doj and ketsui st1 and their level of prerendered-ness
https://www.youtube.com/watch?v=6vNuz4OEDJk#t=13m15s some parts in doj where the detail is through the roof are the aftermaths of blowing up the giant cannons in st4, but there's many others

About drawbacks like getting walled-in and strict chaining, those are kind of DDP staples and they feel easier to deal with in DOJ without being too easy either, kind of in the right place.
I really find chaining to be a lot easier than in the original DDP, I mean, why do hypers even exist? They're both a panic button and a "auto-chain for a while" button if you make an effort to wiggle around. And trying to escape walling-in is a lot easier if you have a smaller hitbox, you can bs your way out there.


The chaining does feel cool if you can do it (I can do stage 1 at least) but it suffers a lot from being a typical enemy chaining system with a really small timer and few special setups/enemies, your "crucial chain-keeping targets" end up being hidden in a huge sea of identical enemies and this makes it really hard to remember what you're supposed to shoot and when as there's nothing remarkable from enemy to enemy, a chaining system like in Ikaruga or Bakraid that's based around special enemies that stand out and setpieces is a lot superior, at least as far as helping you remember what you're supposed to be doing.


Lastly, the references to Ikaruga in DOJ are really cool, so that always adds a little bit to my enjoyment in playing this game.
User avatar
Shepardus
Posts: 3505
Joined: Sat Dec 13, 2014 10:01 pm
Location: Ringing the bells of fortune

Re: DDP DOJ is basically perfect

Post by Shepardus »

What are the Ikaruga references in DOJ? I don't think I noticed those.
Image
NTSC-J: You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too.
1CCs | Twitch | YouTube
User avatar
trap15
Posts: 7835
Joined: Mon Aug 31, 2009 4:13 am
Location: 東京都杉並区
Contact:

Re: DDP DOJ is basically perfect

Post by trap15 »

ciox wrote:DOJ is about the last time you had really super detailed backgrounds with CAVE I think
??? I can think of a good number of CV1000 games with backgrounds having a LOT more detail (or at the very least looking a lot better) than DOJ. I don't remember the link, but someone had rips of a lot of CAVE game backgrounds and some of them are incredibly pretty and detailed. Whereas DOJs are easily ignored and drab and boring.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
User avatar
ratikal
Posts: 1003
Joined: Sat Nov 13, 2010 8:28 am
Location: Massachusetts

Re: DDP DOJ is basically perfect

Post by ratikal »

iconoclast wrote: * Way too much randomness. Every boss besides Hibachi is a random piece of shit, and the second half of stage 4 (from the midboss on) is hugely luck dependent.
I was going to ask what bosses then remembered.

* Stage 2 boss first phase is pretty much all random
* Stage 3 boss final phase has a pattern that can go either left or right in the final phase
* Stage 4 boss second phase can fuck you over if going for score

I can't think of other randomness in the Stage 1 and 5, am I missing anything? Also, are the bosses pretty much static in Death Label?
iconoclast wrote: * Illogical ship balance. Type B being both slower and having a larger hitbox makes no sense whatsoever. There's really no reason to use it over Type A. This was improved in Black Label, at least.
I thought in BL they just swapped hit boxes with Type A. Did they fix both of them?
iconoclast
Posts: 1758
Joined: Mon Nov 01, 2010 2:00 pm
Location: Massachusetts

Re: DDP DOJ is basically perfect

Post by iconoclast »

The stage 1 boss's first and fifth attack (where it spins its side pods) are random. Using a hyper makes the fifth attack somewhat dangerous in the first loop, and its risky to try and dodge the first attack in the second loop without hypering or filling your gauge for a bullet cancel. The stage 5 boss is the worst. Its second and third attacks are random and dangerous in both loops, and its first attack is random and dangerous in the second loop, even with a well timed bullet cancel. The stage 3 and 4 bosses are also worse in the second loop, and of course everyone hypers and bombs the 2-2 boss because it's impossible to dodge its patterns with any consistency. I don't know about Death Label.

In BL, they gave Type A a larger hitbox and Type B a smaller one. Type A is still better, but at least Type B has something going for it.
User avatar
AxelMill
Posts: 358
Joined: Wed Nov 25, 2015 7:01 am
Location: Italy

Re: DDP DOJ is basically perfect

Post by AxelMill »

So me having as much trouble with the first boss's final phase as DDP's second boss's isn't all that weird?
That's a relief.
Post Reply